Useful Alchemical Items

  • Weapon Blanch (5-200gp): Coats a weapon or 10 arrows, lasts for 1 hit, and bypasses DR like it was made of the special material
  • Troll Oil (50gp): auto-stabilize for 1 hour
  • Oil, Quick Freeze (50gp): Flash freeze a 20ft radius area of water
  • Clay, Blackfire (20gp): Emits heat like a campfire without light, 1 hour (twice)
  • Deodorizing Agent (30gp): Makes scentless for 1d3 hours
  • Scent Cloak (20gp): +10 DC to track with scent for 24hours
  • Fungal Stun Vial (75gp): DC20 Will splash - 10ft radius stun for 1d2 rounds, 20ft radius confusion for 1 round
  • Smelling Salts (25gp): wakes up unconscious creatures
  • Antiplague/Antitoxin
  • Buoyant Balloon (10gp): Can lift 20lbs at 60ft/rd. up to 600ft for 10min, use multiple to combine carryweight
  • Cream, Chill (15gp): +2 to resist hot weather, +4 in bright areas, lasts 5hr in doses of 1hr
  • Burst Jar (35gp):
  • Mimic Fibers (30gp): Repairs broken plant or fungal materials (can seal a door to its doorframe)
  • Ghast Retch Flask (50gp): Thrown. DC12 or be nauseated for 1 rd, sicken nearby creatures for 1rd. Hit creature is sickened for 3rd (no save)
  • Burst Jar (35gp): Explodes in 1 round, target is deafened for 1d4 rounds and DC12 Fort or be stunned 1rd

Drugs
Desert Coffee: ignore fatigued condition for 8 hours (after 8h, the user is exhausted and reduced to fatigued after 8h of rest)
Magesight: 1d4*10 min detect magic (light levels are decreased by one, user is dazzled for 1h)
Starspore: (grows on adamantine and skymetals - does 1d2 CON damage and 1 WIS drain)
Vigilance: 1d3 hours +10 to Perception, then FF for 4 hours